@Gothix and @Tuoni said in How do you think the Economy will actually function?:
@Gothix said in How do you think the Economy will actually function?:
Items not requiring repair, doesn't necessarily mean items must have decay.
Perhaps there is no item decay, as well as no durability (so no repairs).
That is one option, however, I remember that durability was planned... at least at the moment.
And the way sink will work is by limited storage capacity players will have and will not be able to store millions of items.
Then players will need to dismantle items to percantage of base materials, because materials will stack and be usable to craft other things.
Limited storage capacity is one of the worst things what games can offer tbh. Forcing people to destroy items is what I do not want to see, in addition, the resources will also take storage space and typically even more than the salvaged item.
This percentage of returned base materials does not need to be high. It can be, for example, 20%. This will sink the materials.
Also perhaps re-enchanting an item will be so expensive that it will be more worth for a player to simply craft new, and enchant it from scratch.
Add loosing of gear, through PvP, people breaking stolen items, and you have efficient sink.
Item durability and decay arent the only ways to create that sink.
I thought gaming should be fun and loots actually rewarding. Why implement system and make it so expensive that there is no reason to use it? Moreover, why go to PK and get random resources from item salvages when you can just go to gather and get what you actually want or need?
@Prometheus has already stated that there will be equipment decay, so equipment will eventually deplete (that's why they have durability as an enchantment and item stat)
In regards to only selling resources, that seems very probable to be what the economy will fall towards. Though in truth, I really find it hard to grasp the mentality of a new player being able to just jump right in and play with the vets. If that is the case, then are all crafting recipes going to be easily available? if so, that would reduce the craft market, but support the reagent market. Also, how hard is currency for buying goods going to be? or is there a bartering system instead? Just how they intend to handle in-game currency or goods has a big impact.
So much is just still unknown, that I can not make a good guess on how trading will really work. However, on going with the devs saying that its the resources (not items) that are going to be seperated upon different planets, I still lean towards the market mostly being reagents and not readily made items or even enchantments, since it looks like anyone can enchant if they have the reagents.